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forked from 0ad/0ad
0ad/source/renderer/RenderModifiers.cpp

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4.9 KiB
C++

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "renderer/RenderModifiers.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Model.h"
#include "graphics/TextureManager.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "maths/Matrix3D.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/ShadowMap.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// LitRenderModifier implementation
LitRenderModifier::LitRenderModifier()
: m_Shadow(0), m_LightEnv(0)
{
}
LitRenderModifier::~LitRenderModifier()
{
}
// Set the shadow map for subsequent rendering
void LitRenderModifier::SetShadowMap(const ShadowMap* shadow)
{
m_Shadow = shadow;
}
// Set the light environment for subsequent rendering
void LitRenderModifier::SetLightEnv(const CLightEnv* lightenv)
{
m_LightEnv = lightenv;
}
///////////////////////////////////////////////////////////////////////////////////////////////
// ShaderRenderModifier implementation
ShaderRenderModifier::ShaderRenderModifier()
: m_ShadingColor(1.0f, 1.0f, 1.0f, 1.0f), m_PlayerColor(1.0f, 1.0f, 1.0f, 1.0f)
{
}
void ShaderRenderModifier::BeginPass(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader)
{
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_cameraPos),
g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetTranslation().AsFloatArray());
if (GetShadowMap())
GetShadowMap()->BindTo(deviceCommandContext, shader);
if (GetLightEnv())
{
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_ambient),
GetLightEnv()->m_AmbientColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_sunDir),
GetLightEnv()->GetSunDir().AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_sunColor),
GetLightEnv()->m_SunColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogColor),
GetLightEnv()->m_FogColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogParams),
GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax);
}
if (shader->GetBindingSlot(str_losTex) >= 0)
{
CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_losTex), los.GetTextureSmooth());
// Don't bother sending the whole matrix, we just need two floats (scale and translation)
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_losTransform),
los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
}
m_BindingInstancingTransform = shader->GetBindingSlot(str_instancingTransform);
m_BindingShadingColor = shader->GetBindingSlot(str_shadingColor);
m_BindingPlayerColor = shader->GetBindingSlot(str_playerColor);
if (m_BindingShadingColor >= 0)
{
m_ShadingColor = CColor(1.0f, 1.0f, 1.0f, 1.0f);
deviceCommandContext->SetUniform(
m_BindingShadingColor, m_ShadingColor.AsFloatArray());
}
if (m_BindingPlayerColor >= 0)
{
m_PlayerColor = g_Game->GetPlayerColor(0);
deviceCommandContext->SetUniform(
m_BindingPlayerColor, m_PlayerColor.AsFloatArray());
}
}
void ShaderRenderModifier::PrepareModel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CModel* model)
{
if (m_BindingInstancingTransform >= 0)
{
deviceCommandContext->SetUniform(
m_BindingInstancingTransform, model->GetTransform().AsFloatArray());
}
if (m_BindingShadingColor >= 0 && m_ShadingColor != model->GetShadingColor())
{
m_ShadingColor = model->GetShadingColor();
deviceCommandContext->SetUniform(
m_BindingShadingColor, m_ShadingColor.AsFloatArray());
}
if (m_BindingPlayerColor >= 0)
{
const CColor& playerColor = g_Game->GetPlayerColor(model->GetPlayerID());
if (m_PlayerColor != playerColor)
{
m_PlayerColor = playerColor;
deviceCommandContext->SetUniform(
m_BindingPlayerColor, m_PlayerColor.AsFloatArray());
}
}
}